nativ wrote:I would probs grab the Amiga Mod and see if there's any useable samples in that? Unless you can grab the samples direct from the Arcade? If there is a set of those available
After checking music from the various R-Type games (original and ports), i will handle the music rework as arrangement/remixes based on the original arcade music.
Mainly because this original arcade music don't feature any drumbeat, and i want to add some.
Also many existing ports remixed the original music, each in their own way.
By the way Bod, i saw the various bosses in the game got different mechanics and sprites/scenery sizes/movements, no problem with that?
For example there's one where the ship moves around a large battleship (but surely this can be handled by STe hardware scroll).
I plan no use of digi-stuff.
CPU should be used sparely with all the screen action, shouldn't it?
bod/STAX wrote:Infact the bit of code that is kinda bugging me is the rebound laser for the players ship. The drawing isn't a problem it's just trying to come up with a fast collision detection routine for it.
IIRC most of that stuff on the arcade versions of RType were based on 8x8 tilemaps - including the bouncy lasers, because the HW could only draw tiles, or objects made from tiles (the lasers worked by removing an 8x8 tile from one end and adding one at the other end, until it contacted a 'solid' map tile index). So the collision doesn't need to be better than 8x8 tilemap resolution as that's as accurate as the bouncy lasers could be... the maps were probably made to take this into account too.
bod/STAX wrote:All I can say to people running this on emulators is to use steem with the recommended tos and memory config. or use real correct hardware.
If this is sounding a big harsh then I'm sorry but ATM I need to spend time on the internal game stuff rather than trying to tell you how to make it run on a specific emulator.
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